How to validate signature pad empty or not in android?
How can I check if a signature is completely blank, i.e. all its pixels are transparent?
I must avoid an x-y loop on every pixel.
//globally
private boolean isSignatured = false;
//onCreate
mSignaturePad.setOnSignedListener(new SignaturePad.OnSignedListener() {
#Override
public void onSigned() {
//Event triggered when the pad is signed
isSignatured = true;
}
#Override
public void onClear() {
//Event triggered when the pad is cleared
}
});
//in your on click
if(isSignatured){
//do next process
}else{
//intimate to sign
}
try this code,it's working
if(!signature_view.isBitmapEmpty()) {
saveNotes(signature_view);
}
Related
I have a project that use Android to display Unity Player. So I export Untiy project as Android module which implemented by Android Application.
I create buttons in Android Activity which contains UnityPlayer, And when I click button, it send a message to Unity Player to invoke C# function, just like this:
findViewById(R.id.btnChange).setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
mUnityPlayer.UnitySendMessage("ScriptHolder", "ChangeSkin", "");
}
});
And the function named "ChangeSkin" is just to change some GameObjects' active. Just like this:
void ChangeSkin()
{
int prefab;
if (_currentPrefab == PREFAB_DEFAULT)
{
prefab = PREFAB_PRINCESS;
}
else
{
prefab = PREFAB_DEFAULT;
}
ShowSkin(prefab);
}
private void ShowSkin(int prefab)
{
_currentPrefab = prefab;
foreach (var item in _defaultDressList)
{
item.SetActive(prefab == PREFAB_DEFAULT);
}
foreach (var item in _princessDressList)
{
item.SetActive(prefab == PREFAB_PRINCESS);
}
}
And something weird happening: when I click button to change the person's cloth in Unity, the GameObjects which called SetActive(true) show at the position above the right position for a frame and become normal, it looks like they flash. Here is the gif of the project demo:
It looks like the position offset is equal to the height of status bar. If I create a button on Unity Scene and call "ChangeSkin" function, everything will be OK.
I tried all I can to fix this but not succeed. So I hope you will help me, thx.
You should check your Unity layout. If you have a layout group that has content size fitter component, and the child objects also have it (content size fitter), this could cause these glitches.
I fixed this problem by using a flag (or trigger). Just like this:
// set value true to trigger ChangeSkin() in Update(),
// instead of invoke ChangeSkin() directly
private bool _changingSkinTrigger = false;
void ChangeSkin()
{
if (_currentPrefab == PREFAB_DEFAULT)
{
_currentPrefab = PREFAB_PRINCESS;
}
else
{
_currentPrefab = PREFAB_DEFAULT;
}
_changingSkinTrigger = true;
}
void Update()
{
if (_changingSkinTrigger)
{
_changingSkinTrigger = false;
ShowSkin();
}
}
private void ShowSkin()
{
foreach (var item in _defaultDressList)
{
item.SetActive(_currentPrefab == PREFAB_DEFAULT);
}
foreach (var item in _princessDressList)
{
item.SetActive(_currentPrefab == PREFAB_PRINCESS);
}
}
Thank #AndriyMarshalek for enlightening me.
Unable to override Here SDK to disable sound effect on the onSpeedExceeded event.
Using the Here Developer tutorial, (https://developer.here.com/blog/android-premium-sdk-speed-limit-warning-example), I succeeded in running the sample app. But...
While driving, when I exceed the speed limit, there is a doot doot doot. I want to override this behaviour as I intend to use my own sounds.
I guessed that I might override the code by creating a NavigationManager.SpeedWarningListener. Unfortunately I can not disable or defeat the 'onSpeedExceeded' sound effects.
NavigationManager.SpeedWarningListener speedWarningListener = new NavigationManager.SpeedWarningListener() {
#Override
public void onSpeedExceeded(String s, float v) {
//super.onSpeedExceeded(s, v);
//Log.v(Global.TAG, "onSpeedExceeded");
Global.SpeedLimitExceeded = true;
}
#Override
public void onSpeedExceededEnd(String s, float v) {
//super.onSpeedExceededEnd(s, v);
//Log.v(Global.TAG, "onSpeedExceededEnd");
Global.SpeedLimitExceeded = false;
}
};
EDITED ANSWER: This method needs to be amended to stop the speed warning:
private void startNavigationManager() {
NavigationManager.Error navError = NavigationManager.getInstance().startTracking();
// added by suggestion from stackoverflow
NavigationManager.getInstance().stopSpeedWarning();
if (navError != NavigationManager.Error.NONE) {
Log.d(Global.TAG, "NavigationManager: false");
//handle error navError.toString());
} else {
//Log.d(Global.TAG, "NavigationManager: true");
}
}
Please set speedWarningEnabled accordingly for NMANavigationManager
navigationManager:didUpdateSpeedingStatus:forCurrentSpeed:speedLimit: will be sent to the delegate when speeding is detected or when a correction is made.
Also refer http://developer.here.com/documentation/ios-premium/api_reference_jazzy/Classes/NMANavigationManager.html
I have some incremental achievements on my game and i want to check if one of them is already unlocked. How can i do that?
Originaly i used this method:
getGamesClient().incrementAchievement(achievement, increment);
Then i tried to use this:
mHelper.getGamesClient().incrementAchievementImmediate(new OnAchievementUpdatedListener()
{
#Override
public void onAchievementUpdated(int statusCode, String achievementId)
{
// TODO: Check if the achievement got unlocked
}
}, achievement, increment);
Is this the right way to do what i want? Is there a better way?
I only got two statusCode values on my tests.
Value: 5 = STATUS_NETWORK_ERROR_OPERATION_DEFERRED
Value: 0 = STATUS_OK
Can some one help me with this?
Thanks
Declare this inner class:
class AchievementClass implements ResultCallback<Achievements.LoadAchievementsResult> {
#Override
public void onResult(LoadAchievementsResult arg0) {
Achievement ach;
AchievementBuffer aBuffer = arg0.getAchievements();
Iterator<Achievement> aIterator = aBuffer.iterator();
while (aIterator.hasNext()) {
ach = aIterator.next();
if ("The Achievement Id you are checking".equals(ach.getAchievementId())) {
if (ach.getState() == Achievement.STATE_UNLOCKED) {
// it is unlocked
} else {
//it is not unlocked
}
aBuffer.close();
break;
}
}
}
}
And use it like so:
Games.Achievements.load(ApiClient, false).setResultCallback(new AchievementClass());
This will get achievement data for the currently signed in player, go through all the achievements, and when it reaches the achievement you're concerned with, it will check if it is unlocked.
I'm generating a question and answers of that randomly. And I want to generate new random arrays and answer options according to those when users chose the correct answer. But it says "unreachable code" when I add a boolean while loop... What is theproblem?
Thanks...
final boolean basadon = false;
while(basadon)
{
Random soru = new Random();
final int[] rastgele = new int[1];
for (int i=0; i<1; i++)
{
rastgele[i]= soru.nextInt(8);
}
ArrayList<Integer> cevap = new ArrayList<Integer>();
for (int k = 0; k <= 7; ++k)
{
cevap.add(k);
}
final Integer[] rastgele2 = new Integer[4];
if (rastgele[0]!=cevap.get(0))
{
rastgele2[0]=cevap.get(0);
}
else
{
rastgele2[0]=cevap.get(3);
}
if (rastgele[0]!=cevap.get(1))
{
rastgele2[1]=cevap.get(1);
}
else
{
rastgele2[1]=cevap.get(3);
}
if (rastgele[0]!=cevap.get(2))
{
rastgele2[2]=cevap.get(2);
}
else
{
rastgele2[2]=cevap.get(3);
}
rastgele2[3]=rastgele[0];
Collections.shuffle(Arrays.asList(rastgele2));
view.setText(countries.get(rastgele[0]));
cevap1.setBackgroundResource(heads[rastgele2[0]]);
cevap1.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
// TODO Auto-generated method stub
if (rastgele[0]==rastgele2[0])
{
cevap1.setBackgroundResource(heads[8]);
countries.remove(rastgele[0]);
basadon=true;
}
else {
cevap1.setBackgroundResource(heads[9]);
}
}
});
cevap2.setBackgroundResource(heads[rastgele2[1]]);
cevap2.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
// TODO Auto-generated method stub
if (rastgele2[1]==rastgele[0])
{
cevap2.setBackgroundResource(heads[8]);
countries.remove(rastgele[0]);
basadon=true;
}
else {
cevap2.setBackgroundResource(heads[9]);
}
}
});
cevap3.setBackgroundResource(heads[rastgele2[2]]);
cevap3.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
// TODO Auto-generated method stub
if (rastgele2[2]==rastgele[0])
{
cevap3.setBackgroundResource(heads[8]);
countries.remove(rastgele[0]);
basadon=true;
}
else {
cevap3.setBackgroundResource(heads[9]);
}
}
});
cevap4.setBackgroundResource(heads[rastgele2[3]]);
cevap4.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
// TODO Auto-generated method stub
if (rastgele2[3]==rastgele[0])
{
cevap4.setBackgroundResource(heads[8]);
countries.remove(rastgele[0]);
basadon=true;
}
else {
cevap4.setBackgroundResource(heads[9]);
}
}
});
}
} }
Looks like you start with basedon value as false and later set it to true inside the loop.
So, Change
final boolean basedon = false
while (basedon) {
....
}
to
boolean basedon = false;
do {
....
} while (basedon);
while(basadon) is always false, so you never enter the loop. What you really mean is probably while(basadon==false). Also, don't declare basalon as final boolean because you want to modify its value later, and that will give error.
Why are you declaring all of those variables as final?
If bsadon for example needs to change from false to true, it can't be final. A final value is exactly that, a constant, it won't change.
Don't declare something as final unless you want it to keep the same value for the entire runtime of your program.
You are saying basadon is always "false", that's what final means, so the compiler is telling you you will never enter the while, since you need it to evaluate "true" to enter.
The expression between () in you while clause, needs to evaluate to true for the code to enter.
To your specific question which you have asked:
Why does the compiler give unreachable code warning
The answer is that since the condition in while loop is always false, there is no chance that the code in while loop will get executed. The warning is given to indicate that (given the current code situation) you have wasted your effort in typing that portion of code and it is guaranteed never to be executed. To rectify this, you can remove the final modifier from basedon and put a programming logic to set the value of basedon which will decide whether to enter the loop or not. If you want the loop to always run put while(true).
But I believe that what you wanted to ask was how to make the random question and answer generator. For that you'll have to post a bigger chunk of your code (It looks like you are trying to put a loop over a listener callback ?) and phrase your question to ask specific problems (possibly post a separate question).
It's probably complaining because basadon is known to be false and the body of the while loop cannot be reached. You can suppress the complaint by adding this annotation to the method:
#SuppressWarnings("unused")
You might also try removing the final modifier from the declaration of basadon. That might resolve the issue (but I'm not sure about that).
EDIT I finally noticed that you are trying to modify basadon directly from within your click listeners. That obviously won't work if basadon is final, yet you cannot access local variable unless it is final. I suggest you change basadon to be a (non-final) field of the enclosing class. Then all the warnings and errors should go away.
I have an activity that has two EditText boxes, one email and one plain text. I want to check that the email box is not empty and also that is matches an email pattern before allowing the user to move on. The pattern matcher part works, but the empty string part doesn't.
I validate as the user enters data, and then set the two buttons to the be clickable or not according to whether the email is correct. However, if the box is empty, it allows the user to press the button when it shouldn't. When there is text in the box, it does the correct thing of only letting the user press the button when the email pattern has been matched.
My after text changed method:
public void afterTextChanged(Editable s) {
// TODO Auto-generated method stub
String enteredEmail = email.getText().toString();
if (validateEmail(enteredEmail) == true) {
image1.setImageResource(R.drawable.greentick);
play.setClickable(true);
play.setFocusable(true);
existingUser.setClickable(true);
existingUser.setFocusable(true);
}
else {
System.out.println("Invalid");
image1.setImageResource(R.drawable.redcross);
play.setClickable(false);
play.setFocusable(false);
existingUser.setClickable(false);
existingUser.setFocusable(false);
}
}
And my validateEmail() method:
public boolean validateEmail(String email) {
boolean validated = false;
if (android.util.Patterns.EMAIL_ADDRESS.matcher(email).matches() && (! email.equals("")) ) {
validated = true;
}
else {
validated = false;
}
return validated;
}
TextChanged won't fire if the user hasn't entered anything, as the text hasn't changed... You should disable the button by default.
Have you tried debugging, as this should have shown you the event isn't firing.
this is how i validate email fields (regular expressions):
private Boolean validateEmail(String email)
{
return email.matches("^[-!#$%&'*+/0-9=?A-Z^_a-z{|}~](\\.?[-!#$%&'*+/0-9=?A-Z^_a-z{|}~])*#[a-zA-Z](-?[a-zA-Z0-9])*(\\.[a-zA-Z](-?[a-zA-Z0-9])*)+$");
}
FYI: i dont remember offhand, you may need org.apache.commons.lang3.stringutils